London Racer: Destruction Madness *.CNT level files

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dropoff
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London Racer: Destruction Madness *.CNT level files

Post by dropoff » Fri Nov 02, 2018 5:51 pm

Hi all, i asked already about cnt files from that game in that thread: viewtopic.php?f=16&t=17119.
And i figured that game is using similar to carmageddon mobile game engine (stainless engine) and even noesis have support for most of files from here. Noesis can open vehicle cnt files fine but problem is with level files,it can open them but models placed a bit wrong or have wrong scale.
Im not really sure how to fix it and cant find script file in noesis,it build in program itself i suppose,i hope somebody could help me with it.

Map look like this in noesis:
Image
Closer look at some parts:
Image

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Re: London Racer: Destruction Madness *.CNT level files

Post by shakotay2 » Fri Nov 02, 2018 10:31 pm

which format did you choose from Noesis' format list?
(Without a .cnt level file it's impossible to help you.
If it's an internal format, it's not possible, too, imho.)
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
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Re: London Racer: Destruction Madness *.CNT level files

Post by dropoff » Fri Nov 02, 2018 10:43 pm

shakotay2 wrote:which format did you choose from Noesis' format list?
(Without a .cnt level file it's impossible to help you.
If it's an internal format, it's not possible, too, imho.)
Oh,sorry i forgot about examples,my bad :D
Here is that level from pic https://mega.nz/#!QhMxlIpR!dU8Bt6T2Yifg ... vbV1R4cyDs you need to load LEVEL.CNT file and it will catch all mdl models.
And its stainless cnt in noesis,i saw post about adding support for that in noesis but cant find it now.

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Re: London Racer: Destruction Madness *.CNT level files

Post by shakotay2 » Fri Nov 02, 2018 11:57 pm

here you go: viewtopic.php?f=33&t=4582&p=81288&hilit ... ess#p81288
But I can't find a plugin handling .cnt files.

As you can see from the thread you've linked in your opening post about the classiccoupe the offsets of submeshes are to be found in the cnt file.
Not sure if it works for levels but for the bonnet of the car it did.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: London Racer: Destruction Madness *.CNT level files

Post by dropoff » Sat Nov 03, 2018 12:06 am

shakotay2 wrote:here you go: viewtopic.php?f=33&t=4582&p=81288&hilit ... ess#p81288
But I can't find a plugin handling .cnt files.

As you can see from the thread you've linked in your opening post about the classiccoupe the offsets of submeshes are to be found in the cnt file.
Not sure if it works for levels but for the bonnet of the car it did.
That noesis plugin is already in program by default you dont need to install it and it can open vehicles cnt files fine. Its only a problem with levels. Maybe model scale itself wrong,idk.

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Re: London Racer: Destruction Madness *.CNT level files

Post by shakotay2 » Sat Nov 03, 2018 12:41 am

dropoff wrote:That noesis plugin is already in program by default you dont need to install it
yes, I know. :D

What I wanted to say is that I didn't find a plugin source (to patch it concerning the offsets).

Anyways, <you> can try to fix the offsets manually for a handful of submeshes to see whether it works.
For example "cs euro office top 14 01" and the "bot".
(If so I could create code for it.)

Here's the offset of the "cs euro office bot 14b 01" at 0x33b69in the level.cnt:
C678B2C3 E926B13D A1B28744 (You can convert it to floats using hex2obj, see the "car thread".)
cnt-offsets.png
Both parts (top/bot) have the same offsets which makes sense.

(I've included the car for comparison only!)
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: London Racer: Destruction Madness *.CNT level files

Post by dropoff » Sat Nov 03, 2018 1:04 am

shakotay2 wrote:
dropoff wrote:That noesis plugin is already in program by default you dont need to install it
yes, I know. :D

What I wanted to say is that I didn't find a plugin source (to patch it concerning the offsets).

Anyways, <you> can try to fix the offsets manually for a handful of submeshes to see whether it works.
For example "cs euro office top 14 01" and the "bot".
(If so I could create code for it.)

Here's the offset of the "cs euro office bot 14b 01" at 0x33b69in the level.cnt:
C678B2C3 E926B13D A1B28744 (You can convert it to floats using hex2obj, see the "car thread".)
cnt-offsets.png
Both parts (top/bot) have the same offsets which makes sense.

(I've included the car for comparison only!)

I found program that can load that format aswell and with same result. Here: https://github.com/MaxxWyndham/Flummery I compared coords that it gives me with ones from file and they are pretty close Image

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Re: London Racer: Destruction Madness *.CNT level files

Post by shakotay2 » Sat Nov 03, 2018 2:44 pm

dropoff wrote:I found program that can load that format aswell and with same result.
What does that mean? The Flummery loads the Level.cnt, applies the offsets and the meshes are misplaced, though?

btw: did you manage to compile the Flummery project? (I'm using Net 4.5, updating to Net 4.6 always broke some C# projects, so I restored 4.5; didn't get LibSquishNet working under Net 4.5)

Another problem:
"The referenced project '..\Flummery.Plugin\Flummery.Plugin.csproj' does not exist."
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: London Racer: Destruction Madness *.CNT level files

Post by dropoff » Sat Nov 03, 2018 3:05 pm

shakotay2 wrote:
dropoff wrote:I found program that can load that format aswell and with same result.
What does that mean? The Flummery loads the Level.cnt, applies the offsets and the meshes are misplaced, though?

btw: did you manage to compile the Flummery project? (I'm using Net 4.5, updating to Net 4.6 always broke some C# projects, so I restored 4.5; didn't get LibSquishNet working under Net 4.5)

Another problem:
"The referenced project '..\Flummery.Plugin\Flummery.Plugin.csproj' does not exist."
I mean it can load it with same problem as noesis,models misplaced in same way. I was able to compile it with vs2017 with net 4.6 or newer(i dont remember which version flummery require). There is also compiled versions on github page available. Also in last source version fbx export option is broken for some reason so i cant get anything out of it,and it cant load boundary.mdl because it have null texture,but you can just replace it with different model to load level. I think its actually wrong scale,because if you load map,you can see that boundary model is much smaller than level.

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Re: London Racer: Destruction Madness *.CNT level files

Post by shakotay2 » Sat Nov 03, 2018 3:43 pm

dropoff wrote:I mean it can load it with same problem as noesis,models misplaced in same way.
That's strange, since from your "details window" in your post as of 1:04 am the position of the submesh (sm) is identical to the offset given in Level.cnt. Are you sure that sm is displaced? (Maybe it's only caused by wrong scaling?)

Refer to the bonnet of the car, I mentioned. Applying the offset from the carbody.cnt to the bonnet of the classiccoupe made it "move" to the right place, iirc.

Can you tell me where to find Flummery.Plugin.csproj? Couldn't find it in Flummery-master.zip from Github.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: London Racer: Destruction Madness *.CNT level files

Post by dropoff » Sat Nov 03, 2018 4:56 pm

shakotay2 wrote:
dropoff wrote:I mean it can load it with same problem as noesis,models misplaced in same way.
That's strange, since from your "details window" in your post as of 1:04 am the position of the submesh (sm) is identical to the offset given in Level.cnt. Are you sure that sm is displaced? (Maybe it's only caused by wrong scaling?)

Refer to the bonnet of the car, I mentioned. Applying the offset from the carbody.cnt to the bonnet of the classiccoupe made it "move" to the right place, iirc.

Can you tell me where to find Flummery.Plugin.csproj? Couldn't find it in Flummery-master.zip from Github.
I mean like they are on correct coordinates but they look like misplaced and yeah it could be caused by wrong scale i think,i will try to do something with scales. And everything work like it should with cars. Also its weird,i had no problems with Flummery.Plugin.csproj file,i will check for it when i will be on my pc.

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Re: London Racer: Destruction Madness *.CNT level files

Post by dropoff » Sat Nov 03, 2018 6:49 pm

Hmm,i dont have such file. I pm'ed you link to source i have shakotay.

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Re: London Racer: Destruction Madness *.CNT level files

Post by dropoff » Sat Nov 03, 2018 8:09 pm

So,it looks better with 4x scale for each model,but now here is another problem. Just scale doesnt work too good for some models like buildings etc.
Image

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Re: London Racer: Destruction Madness *.CNT level files

Post by dropoff » Sun Feb 17, 2019 12:24 pm

Well, seems like its harder to fix than i thought. Not sure if i can do that without noesis plugin source and i even still not sure how. :(

P.S. Well yeah plugin is part of noesis_misc.dll which source is unavailable.

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